Gierad Laput

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34ranked-venue papers
13as first author
3since 2021 · last 2025
0009-0003-6856-2544ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 34 · 13 first-author · 3 since 2021Artificial intelligence and machine learning · 1
YearPublicationVenuePosition
2025 Towards AI-driven Sign Language Generation with Non-manual Markers
Han Zhang 0004, Rotem Shalev-Arkushin, Vasileios Baltatzis, Connor Gillis, Gierad Laput, Raja S. Kushalnagar, Lorna C. Quandt, Leah Findlater, Abdelkareem Bedri, Colin Lea
CHI5
2024 Vision-Based Hand Gesture Customization from a Single Demonstration
abstract
Hand gesture recognition is becoming a more prevalent mode of human-computer interaction, especially as cameras proliferate across everyday devices. Despite continued progress in this field, gesture customization is often underexplored. Customization is crucial since it enables users to define and demonstrate gestures that are more natural, memorable, and accessible. However, customization requires efficient usage of user-provided data. We introduce a method that enables users to easily design bespoke gestures with a monocular camera from one demonstration. We employ transformers and meta-learning techniques to address few-shot learning challenges. Unlike prior work, our method supports any combination of one-handed, two-handed, static, and dynamic gestures, including different viewpoints, and the ability to handle irrelevant hand movements. We implement three real-world applications using our customization method, conduct a user study, and achieve up to 94% average recognition accuracy from one demonstration. Our work provides a viable path for vision-based gesture customization, laying the foundation for future advancements in this domain.
Soroush Shahi, Vimal Mollyn, Cori Tymoszek Park, Runchang Kang, Asaf Liberman, Oron Levy, Jun Gong 0002, Abdelkareem Bedri, Gierad Laput
UIST9
2022 Enabling Hand Gesture Customization on Wrist-Worn Devices
abstract
We present a framework for gesture customization requiring minimal examples from users, all without degrading the performance of existing gesture sets. To achieve this, we first deployed a large-scale study (N=500+) to collect data and train an accelerometer-gyroscope recognition model with a cross-user accuracy of 95.7% and a false-positive rate of 0.6 per hour when tested on everyday non-gesture data. Next, we design a few-shot learning framework which derives a lightweight model from our pre-trained model, enabling knowledge transfer without performance degradation. We validate our approach through a user study (N=20) examining on-device customization from 12 new gestures, resulting in an average accuracy of 55.3%, 83.1%, and 87.2% on using one, three, or five shots when adding a new gesture, while maintaining the same recognition accuracy and false-positive rate from the pre-existing gesture set. We further evaluate the usability of our real-time implementation with a user experience study (N=20). Our results highlight the effectiveness, learnability, and usability of our customization framework. Our approach paves the way for a future where users are no longer bound to pre-existing gestures, freeing them to creatively introduce new gestures tailored to their preferences and abilities.
Xuhai Xu, Jun Gong 0002, Carolina Brum, Lilian Liang, Bongsoo Suh, Shivam Kumar Gupta, Yash Agarwal, Laurence Lindsey, Runchang Kang, Behrooz Shahsavari, Heriberto Nieto, Scott E. Hudson, Charlie Maalouf, Seyed Mousavi, Gierad Laput
CHI16
2020 Enhancing Mobile Voice Assistants with WorldGaze
abstract
Contemporary voice assistants require that objects of inter-est be specified in spoken commands. Of course, users are often looking directly at the object or place of interest ? fine-grained, contextual information that is currently unused. We present WorldGaze, a software-only method for smartphones that provides the real-world gaze location of a user that voice agents can utilize for rapid, natural, and precise interactions. We achieve this by simultaneously opening the front and rear cameras of a smartphone. The front-facing camera is used to track the head in 3D, including estimating its direction vector. As the geometry of the front and back cameras are fixed and known, we can raycast the head vector into the 3D world scene as captured by the rear-facing camera. This allows the user to intuitively define an object or region of interest using their head gaze. We started our investigations with a qualitative exploration of competing methods, before developing a functional, real-time implementation. We conclude with an evaluation that shows WorldGaze can be quick and accurate, opening new multimodal gaze+voice interactions for mobile voice agents.
Sven Mayer, Gierad Laput, Chris Harrison 0001
CHI2
2020 Automated Class Discovery and One-Shot Interactions for Acoustic Activity Recognition
abstract
Acoustic activity recognition has emerged as a foundational element for imbuing devices with context-driven capabilities, enabling richer, more assistive, and more accommodating computational experiences. Traditional approaches rely either on custom models trained in situ, or general models pre-trained on preexisting data, with each approach having accuracy and user burden implications. We present Listen Learner, a technique for activity recognition that gradually learns events specific to a deployed environment while minimizing user burden. Specifically, we built an end-to-end system for self-supervised learning of events labelled through one-shot interaction. We describe and quantify system performance 1) on preexisting audio datasets, 2) on real-world datasets we collected, and 3) through user studies which uncovered system behaviors suitable for this new type of interaction. Our results show that our system can accurately and automatically learn acoustic events across environments (e.g., 97% precision, 87% recall), while adhering to users' preferences for non-intrusive interactive behavior.
Jason Wu 0001, Chris Harrison 0001, Jeffrey P. Bigham, Gierad Laput
CHI4
2020 Death of a Robot: Social Media Reactions and Language Usage when a Robot Stops Operating
abstract
People take to social media to share their thoughts, joys, and sorrows. A recent popular trend has been to support and mourn people and pets that have died as well as other objects that have suffered catastrophic damage. As several popular robots have been discontinued, including the Opportunity Rover, Jibo, and Kuri, we are interested in how language used to mourn these robots compares to that to mourn people, animals, and other objects. We performed a study in which we asked participants to categorize deidentified Twitter reactions as referencing the death of a person, an animal, a robot, or another object. Most reactions were labeled as being about humans, which suggests that people use similar language to describe feelings for animate and inanimate entities. We used a natural language toolkit to analyze language from a larger set of tweets. A majority of tweets about Opportunity included second-person ("you") and gendered third-person pronouns (she/he versus it), but terms like "R.I.P" were reserved almost exclusively for humans and animals. Our findings suggest that people verbally mourn robots similarly to living things, but reserve some language for people.
Elizabeth J. Carter, Samantha Reig, Xiang Zhi Tan, Gierad Laput, Stephanie Rosenthal, Aaron Steinfeld
HRI4
2019 SurfaceSight: A New Spin on Touch, User, and Object Sensing for IoT Experiences
abstract
IoT appliances are gaining consumer traction, from smart thermostats to smart speakers. These devices generally have limited user interfaces, most often small buttons and touchscreens, or rely on voice control. Further, these devices know little about their surroundings unaware of objects, people and activities happening around them. Consequently, interactions with these "smart" devices can be cumbersome and limited. We describe SurfaceSight, an approach that enriches IoT experiences with rich touch and object sensing, offering a complementary input channel and increased contextual awareness. For sensing, we incorporate LIDAR into the base of IoT devices, providing an expansive, ad hoc plane of sensing just above the surface on which devices rest. We can recognize and track a wide array of objects, including finger input and hand gestures. We can also track people and estimate which way they are facing. We evaluate the accuracy of these new capabilities and illustrate how they can be used to power novel and contextually-aware interactive experiences.
Gierad Laput, Chris Harrison 0001
CHI1
2019 Sensing Fine-Grained Hand Activity with Smartwatches
abstract
Capturing fine-grained hand activity could make computational experiences more powerful and contextually aware. Indeed, philosopher Immanuel Kant argued, "the hand is the visible part of the brain." However, most prior work has focused on detecting whole-body activities, such as walking, running and bicycling. In this work, we explore the feasibility of sensing hand activities from commodity smartwatches, which are the most practical vehicle for achieving this vision. Our investigations started with a 50 participant, in-the-wild study, which captured hand activity labels over nearly 1000 worn hours. We then studied this data to scope our research goals and inform our technical approach. We conclude with a second, in-lab study that evaluates our classification stack, demonstrating 95.2% accuracy across 25 hand activities. Our work highlights an underutilized, yet highly complementary contextual channel that could unlock a wide range of promising applications.
Gierad Laput, Chris Harrison 0001
CHI1
2019 ElectroDermis: Fully Untethered, Stretchable, and Highly-Customizable Electronic Bandages
abstract
Wearables have emerged as an increasingly promising interactive platform, imbuing the human body with always-available computational capabilities. This unlocks a wide range of applications, including discreet information access, health monitoring, fitness, and fashion. However, unlike previous platforms, wearable electronics require structural conformity, must be comfortable for the wearer, and should be soft, elastic, and aesthetically appealing. We envision a future where electronics can be temporarily attached to the body (like bandages or party masks), but in functional and aesthetically pleasing ways. Towards this vision, we introduce ElectroDermis, a fabrication approach that simplifies the creation of highly-functional and stretchable wearable electronics that are conformal and fully untethered by discretizing rigid circuit boards into individual components. These individual components are wired together using stretchable electrical wiring and assembled on a spandex blend fabric, to provide high functionality in a robust form-factor that is reusable. We describe our system in detail- including our fabrication parameters and its operational limits-which we hope researchers and practitioners can leverage. We describe a series of example applications that illustrate the feasibility and utility of our system. Overall, we believe ElectroDermis offers a complementary approach to wearable electronics-one that places value on the notion of impermanence (i.e., unlike tattoos and implants), better conforming to the dynamic nature of the human body.
Eric J. Markvicka, Guanyun Wang, Yi-Chin Lee, Gierad Laput, Carmel Majidi, Lining Yao
CHI4
2019 Sensing Posture-Aware Pen+Touch Interaction on Tablets
abstract
Many status-quo interfaces for tablets with pen + touch input capabilities force users to reach for device-centric UI widgets at fixed locations, rather than sensing and adapting to the user-centric posture. To address this problem, we propose sensing techniques that transition between various nuances of mobile and stationary use via postural awareness. These postural nuances include shifting hand grips, varying screen angle and orientation, planting the palm while writing or sketching, and detecting what direction the hands approach from. To achieve this, our system combines three sensing modalities: 1) raw capacitance touchscreen images, 2) inertial motion, and 3) electric field sensors around the screen bezel for grasp and hand proximity detection. We show how these sensors enable posture-aware pen+touch techniques that adapt interaction and morph user interface elements to suit fine-grained contexts of body-, arm-, hand-, and grip-centric frames of reference.
Yang Zhang 0041, Michel Pahud, Christian Holz 0001, Haijun Xia, Gierad Laput, Michael J. McGuffin, Xiao Tu, Andrew Mittereder, William Buxton, Ken Hinckley
CHI5
2018 Exploring the Data Tracking and Sharing Preferences of Wheelchair Athletes
abstract
Sports are increasingly data-driven. Athletes use a variety of physical activity monitors to capture their movements, improve performance, and achieve excellence. To understand how wheelchair athletes want to use and share their activity data, we conducted a study using a prototype wheelchair fitness tracking device, which served as a probe to facilitate discussions. We interviewed 15 wheelchair basketball players about the use of performance data in the context of wheelchair basketball, and we discuss several implications for using and sharing automatically-tracked data. We find that the wheelchair basketball community is less concerned about the privacy of their data, and, in contrast to health data, athletes are motivated by competition. We conclude with a set of design opportunities that leverage digitized performance metrics within wheelchair basketball, which could apply to the broader wheelchair and adaptive athletics community.
Patrick Carrington, Gierad Laput, Jeffrey P. Bigham
ASSETS2
2018 Ubicoustics: Plug-and-Play Acoustic Activity Recognition
abstract
Despite sound being a rich source of information, computing devices with microphones do not leverage audio to glean useful insights about their physical and social context. For example, a smart speaker sitting on a kitchen countertop cannot figure out if it is in a kitchen, let alone know what a user is doing in a kitchen - a missed opportunity. In this work, we describe a novel, real-time, sound-based activity recognition system. We start by taking an existing, state-of-the-art sound labeling model, which we then tune to classes of interest by drawing data from professional sound effect libraries traditionally used in the entertainment industry. These well-labeled and high-quality sounds are the perfect atomic unit for data augmentation, including amplitude, reverb, and mixing, allowing us to exponentially grow our tuning data in realistic ways. We quantify the performance of our approach across a range of environments and device categories and show that microphone-equipped computing devices already have the requisite capability to unlock real-time activity recognition comparable to human accuracy.
Gierad Laput, Karan Ahuja, Mayank Goel, Chris Harrison 0001
UIST1
2018 Vibrosight: Long-Range Vibrometry for Smart Environment Sensing
abstract
Smart and responsive environments rely on the ability to detect physical events, such as appliance use and human activities. Currently, to sense these types of events, one must either upgrade to "smart" appliances, or attach aftermarket sensors to existing objects. These approaches can be expensive, intrusive and inflexible. In this work, we present Vibrosight, a new approach to sense activities across entire rooms using long-range laser vibrometry. Unlike a microphone, our approach can sense physical vibrations at one specific point, making it robust to interference from other activities and noisy environments. This property enables detection of simultaneous activities, which has proven challenging in prior work. Through a series of evaluations, we show that Vibrosight can offer high accuracies at long range, allowing our sensor to be placed in an inconspicuous location. We also explore a range of additional uses, including data transmission, sensing user input and modes of appliance operation, and detecting human movement and activities on work surfaces.
Yang Zhang 0041, Gierad Laput, Chris Harrison 0001
UIST2
2017 Thumprint: Socially-Inclusive Local Group Authentication Through Shared Secret Knocks
abstract
Small, local groups who share protected resources (e.g., families, work teams, student organizations) have unmet authentication needs. For these groups, existing authentication strategies either create unnecessary social divisions (e.g., biometrics), do not identify individuals (e.g., shared passwords), do not equitably distribute security responsibility (e.g., individual passwords), or make it difficult to share or revoke access (e.g., physical keys). To explore an alternative, we designed Thumprint: inclusive group authentication with a shared secret knock. All group members share one secret knock, but individual expressions of the secret are discernible. We evaluated the usability and security of our concept through two user studies with 30 participants. Our results suggest that (1) individuals who enter the same shared thumprint are distinguishable from one another, (2) that people can enter thumprints consistently over time, and (3) that thumprints are resilient to casual adversaries.
Sauvik Das, Gierad Laput, Chris Harrison 0001, Jason I. Hong
CHI2
2017 Synthetic Sensors: Towards General-Purpose Sensing
abstract
The promise of smart environments and the Internet of Things (IoT) relies on robust sensing of diverse environmental facets. Traditional approaches rely on direct and distributed sensing, most often by measuring one particular aspect of an environment with a special purpose sensor. This approach can be costly to deploy, hard to maintain, and aesthetically and socially obtrusive. In this work, we explore the notion of general purpose sensing, wherein a single enhanced sensor can indirectly monitor a large context, without direct instrumentation of objects. Further, through what we call Synthetic Sensors, we can virtualize raw sensor data into actionable feeds, whilst simultaneously mitigating immediate privacy issues. A series of structured, formative studies informed the development of our new sensor hardware and accompanying information architecture. We deployed our system across many months and environments, the results of which show the versatility, accuracy and potential utility of our approach.
Gierad Laput, Yang Zhang 0041, Chris Harrison 0001
CHI1
2017 Deus EM Machina: On-Touch Contextual Functionality for Smart IoT Appliances
abstract
Homes, offices and many other environments will be increasingly saturated with connected, computational appliances, forming the "Internet of Things" (IoT). At present, most of these devices rely on mechanical inputs, webpages, or smartphone apps for control. However, as IoT devices proliferate, these existing interaction methods will become increasingly cumbersome. Will future smart-home owners have to scroll though pages of apps to select and dim their lights? We propose an approach where users simply tap a smartphone to an appliance to discover and rapidly utilize contextual functionality. To achieve this, our prototype smartphone recognizes physical contact with uninstrumented appliances, and summons appliance-specific interfaces. Our user study suggests high accuracy 98.8% recognition accuracy among 17 appliances. Finally, to underscore the immediate feasibility and utility of our system, we built twelve example applications, including six fully functional end-to-end demonstrations.
Robert Xiao, Gierad Laput, Yang Zhang 0041, Chris Harrison 0001
CHI2
2017 Electrick: Low-Cost Touch Sensing Using Electric Field Tomography
abstract
Current touch input technologies are best suited for small and flat applications, such as smartphones, tablets and kiosks. In general, they are too expensive to scale to large surfaces, such as walls and furniture, and cannot provide input on objects having irregular and complex geometries, such as tools and toys. We introduce Electrick, a low-cost and versatile sensing technique that enables touch input on a wide variety of objects and surfaces, whether small or large, flat or irregular. This is achieved by using electric field tomography in concert with an electrically conductive material, which can be easily and cheaply added to objects and surfaces. We show that our technique is compatible with commonplace manufacturing methods, such as spray/brush coating, vacuum forming, and casting/molding enabling a wide range of possible uses and outputs. Our technique can also bring touch interactivity to rapidly fabricated objects, including those that are laser cut or 3D printed. Through a series of studies and illustrative example uses, we show that Electrick can enable new interactive opportunities on a diverse set of objects and surfaces that were previously static.
Yang Zhang 0041, Gierad Laput, Chris Harrison 0001
CHI2
2017 Workshop on object recognition for input and mobile interaction
abstract
Today we can see an increasing number of object recognition systems of very different sizes, portability, embedability and form factors which are starting to become part of the ubiquitous, tangible, mobile and wearable computing ecosystems that we might make use of in our daily lives. These systems rely on a variety of technologies including computer vision, radar, acoustic sensing, tagging and smart objects.
Hui-Shyong Yeo, Gierad Laput, Nicholas Edward Gillian, Aaron J. Quigley
MobileHCI2
2017 SqueezaPulse: Adding Interactive Input to Fabricated Objects Using Corrugated Tubes and Air Pulses
abstract
We present SqueezaPulse, a technique for embedding interactivity into fabricated objects using soft, passive, low-cost bellow-like structures. When a soft cavity is squeezed, air pulses travel along a flexible pipe and into a uniquely designed corrugated tube that shapes the airflow into predictable sound signatures. A microphone captures and identifies these air pulses enabling interactivity. We describe the underlying acoustic theory used to inform our design, an informal examination of the effect of different 3D-printed corrugations on air signatures, and our resulting SqueezaPulse implementation. To demonstrate and evaluate the potential of SqueezaPulse, we present four prototype applications and a small, lab-based user study (N=9). Our evaluations show that our approach is accurate across users and robust to external noise. We conclude with a discussion of limitations and future work.
Liang He 0005, Gierad Laput, Eric Brockmeyer, Jon Froehlich
TEI2
2016 VizMap: Accessible Visual Information Through Crowdsourced Map Reconstruction
abstract
When navigating indoors, blind people are often unaware of key visual information, such as posters, signs, and exit doors. Our VizMap system uses computer vision and crowdsourcing to collect this information and make it available non-visually. VizMap starts with videos taken by on-site sighted volunteers and uses these to create a 3D spatial model. These video frames are semantically labeled by remote crowd workers with key visual information. These semantic labels are located within and embedded into the reconstructed 3D model, forming a query-able spatial representation of the environment. VizMap can then localize the user with a photo from their smartphone, and enable them to explore the visual elements that are nearby. We explore a range of example applications enabled by our reconstructed spatial representation. With VizMap, we move towards integrating the strengths of the end user, on-site crowd, online crowd, and computer vision to solve a long-standing challenge in indoor blind exploration.
Cole Gleason, Anhong Guo, Gierad Laput, Kris Makoto Kitani, Jeffrey P. Bigham
ASSETS3
2016 SkinTrack: Using the Body as an Electrical Waveguide for Continuous Finger Tracking on the Skin
abstract
SkinTrack is a wearable system that enables continuous touch tracking on the skin. It consists of a ring, which emits a continuous high frequency AC signal, and a sensing wristband with multiple electrodes. Due to the phase delay inherent in a high-frequency AC signal propagating through the body, a phase difference can be observed between pairs of electrodes. SkinTrack measures these phase differences to compute a 2D finger touch coordinate. Our approach can segment touch events at 99% accuracy, and resolve the 2D location of touches with a mean error of 7.6mm. As our approach is compact, non-invasive, low-cost and low-powered, we envision the technology being integrated into future smartwatches, supporting rich touch interactions beyond the confines of the small touchscreen.
Yang Zhang 0041, Junhan Zhou, Gierad Laput, Chris Harrison 0001
CHI3
2016 SweepSense: Ad Hoc Configuration Sensing Using Reflected Swept-Frequency Ultrasonics
abstract
Devices can be made more intelligent if they have the ability to sense their surroundings and physical configuration. However, adding extra, special purpose sensors increases size, price and build complexity. Instead, we use speakers and microphones already present in a wide variety of devices to open new sensing opportunities. Our technique sweeps through a range of inaudible frequencies and measures the intensity of reflected sound to deduce information about the immediate environment, chiefly the materials and geometry of proximate surfaces. We offer several example uses, two of which we implemented as self-contained demos, and conclude with an evaluation that quantifies their performance and demonstrates high accuracy.
Gierad Laput, Xiang 'Anthony' Chen, Chris Harrison 0001
IUI1
2016 ViBand: High-Fidelity Bio-Acoustic Sensing Using Commodity Smartwatch Accelerometers
abstract
Smartwatches and wearables are unique in that they reside on the body, presenting great potential for always-available input and interaction. Their position on the wrist makes them ideal for capturing bio-acoustic signals. We developed a custom smartwatch kernel that boosts the sampling rate of a smartwatch's existing accelerometer to 4 kHz. Using this new source of high-fidelity data, we uncovered a wide range of applications. For example, we can use bio-acoustic data to classify hand gestures such as flicks, claps, scratches, and taps, which combine with on-device motion tracking to create a wide range of expressive input modalities. Bio-acoustic sensing can also detect the vibrations of grasped mechanical or motor-powered objects, enabling passive object recognition that can augment everyday experiences with context-aware functionality. Finally, we can generate structured vibrations using a transducer, and show that data can be transmitted through the human body. Overall, our contributions unlock user interface techniques that previously relied on special-purpose and/or cumbersome instrumentation, making such interactions considerably more feasible for inclusion in future consumer devices.
Gierad Laput, Robert Xiao, Chris Harrison 0001
UIST1
2016 AuraSense: Enabling Expressive Around-Smartwatch Interactions with Electric Field Sensing
abstract
Existing smartwatches rely on touchscreens for display and input, which inevitably leads to finger occlusion and confines interactivity to a small area. In this work, we introduce AuraSense, which enables rich, around-device, smartwatch interactions using electric field sensing as an adapted device. To explore how this sensing approach could enhance smartwatch interactions, we considered different antenna configurations and how they could enable useful interaction modalities. We identified four configurations that can support six well-known modalities of particular interest and utility, including gestures above or in close proximity to watches, and touchscreen-like finger tracking on the skin. We quantify the feasibility of these input modalities, suggesting that AuraSense can be low latency and robust across users and environments.
Junhan Zhou, Yang Zhang 0041, Gierad Laput, Chris Harrison 0001
UIST3
2015 Acoustruments: Passive, Acoustically-Driven, Interactive Controls for Handheld Devices
abstract
We introduce Acoustruments: low-cost, passive, and power-less mechanisms, made from plastic, that can bring rich, tangible functionality to handheld devices. Through a structured exploration, we identified an expansive vocabulary of design primitives, providing building blocks for the construction of tangible interfaces utilizing smartphones' existing audio functionality. By combining design primitives, familiar physical mechanisms can all be constructed from passive elements. On top of these, we can create end-user applications with rich, tangible interactive functionalities. Our experiments show that Acoustruments can achieve 99% accuracy with minimal training, is robust to noise, and can be rapidly prototyped. Acoustruments adds a new method to the toolbox HCI practitioners and researchers can draw upon, while introducing a cheap and passive method for adding interactive controls to consumer products.
Gierad Laput, Eric Brockmeyer, Scott E. Hudson, Chris Harrison 0001
CHI1
2015 Zensors: Adaptive, Rapidly Deployable, Human-Intelligent Sensor Feeds
abstract
The promise of "smart" homes, workplaces, schools, and other environments has long been championed. Unattractive, however, has been the cost to run wires and install sensors. More critically, raw sensor data tends not to align with the types of questions humans wish to ask, e.g., do I need to restock my pantry? Although techniques like computer vision can answer some of these questions, it requires significant effort to build and train appropriate classifiers. Even then, these systems are often brittle, with limited ability to handle new or unexpected situations, including being repositioned and environmental changes (e.g., lighting, furniture, seasons). We propose Zensors, a new sensing approach that fuses real-time human intelligence from online crowd workers with automatic approaches to provide robust, adaptive, and readily deployable intelligent sensors. With Zensors, users can go from question to live sensor feed in less than 60 seconds. Through our API, Zensors can enable a variety of rich end-user applications and moves us closer to the vision of responsive, intelligent environments.
Gierad Laput, Walter S. Lasecki, Jason Wiese, Robert Xiao, Jeffrey P. Bigham, Chris Harrison 0001
CHI1
2015 3D Printed Hair: Fused Deposition Modeling of Soft Strands, Fibers, and Bristles
abstract
We introduce a technique for furbricating 3D printed hair, fibers and bristles, by exploiting the stringing phenomena inherent in 3D printers using fused deposition modeling. Our approach offers a range of design parameters for controlling the properties of single strands and also of hair bundles. We further detail a list of post-processing techniques for refining the behavior and appearance of printed strands. We provide several examples of output, demonstrating the immediate feasibility of our approach using a low cost, commodity printer. Overall, this technique extends the capabilities of 3D printing in a new and interesting way, without requiring any new hardware.
Gierad Laput, Xiang 'Anthony' Chen, Chris Harrison 0001
UIST1
2015 EM-Sense: Touch Recognition of Uninstrumented, Electrical and Electromechanical Objects
abstract
Most everyday electrical and electromechanical objects emit small amounts of electromagnetic (EM) noise during regular operation. When a user makes physical contact with such an object, this EM signal propagates through the user, owing to the conductivity of the human body. By modifying a small, low-cost, software-defined radio, we can detect and classify these signals in real-time, enabling robust on-touch object detection. Unlike prior work, our approach requires no instrumentation of objects or the environment; our sensor is self-contained and can be worn unobtrusively on the body. We call our technique EM-Sense and built a proof-of-concept smartwatch implementation. Our studies show that discrimination between dozens of objects is feasible, independent of wearer, time and local environment.
Gierad Laput, Chouchang Yang, Robert Xiao, Alanson P. Sample, Chris Harrison 0001
UIST1
2014 Pixel-based methods for widget state and style in a runtime implementation of sliding widgets
abstract
Pixel-based methods offer unique potential for modifying existing interfaces independent of their underlying implementation. Prior work has demonstrated a variety of modifications to existing interfaces, including accessibility enhancements, interface language translation, testing frameworks, and interaction techniques. But pixel-based methods have also been limited in their understanding of the interface and therefore the complexity of modifications they can support. This work examines deeper pixel-level understanding of widgets and the resulting capabilities of pixel-based runtime enhancements. Specifically, we present three new sets of methods: methods for pixel-based modeling of widgets in multiple states, methods for managing the combinatorial complexity that arises in creating a multitude of runtime enhancements, and methods for styling runtime enhancements to preserve consistency with the design of an existing interface. We validate our methods through an implementation of Moscovich et al.'s Sliding Widgets, a novel runtime enhancement that could not have been implemented with prior pixel-based methods.
Morgan Dixon, Gierad Laput, James Fogarty
CHI2
2014 Expanding the input expressivity of smartwatches with mechanical pan, twist, tilt and click
abstract
Smartwatches promise to bring enhanced convenience to common communication, creation and information retrieval tasks. Due to their prominent placement on the wrist, they must be small and otherwise unobtrusive, which limits the sophistication of interactions we can perform. This problem is particularly acute if the smartwatch relies on a touchscreen for input, as the display is small and our fingers are relatively large. In this work, we propose a complementary input approach: using the watch face as a multi-degree-of-freedom, mechanical interface. We developed a proof of concept smartwatch that supports continuous 2D panning and twist, as well as binary tilt and click. To illustrate the potential of our approach, we developed a series of example applications, many of which are cumbersome -- or even impossible -- on today's smartwatch devices.
Robert Xiao, Gierad Laput, Chris Harrison 0001
CHI2
2014 CommandSpace: modeling the relationships between tasks, descriptions and features
abstract
Users often describe what they want to accomplish with an application in a language that is very different from the application's domain language. To address this gap between system and human language, we propose modeling an application's domain language by mining a large corpus of Web documents about the application using deep learning techniques. A high dimensional vector space representation can model the relationships between user tasks, system commands, and natural language descriptions and supports mapping operations, such as identifying likely system commands given natural language queries and identifying user tasks given a trace of user operations. We demonstrate the feasibility of this approach with a system, CommandSpace, for the popular photo editing application Adobe Photoshop. We build and evaluate several applications enabled by our model showing the power and flexibility of this approach.
Eytan Adar, Mira Dontcheva, Gierad Laput
UIST3
2014 Skin buttons: cheap, small, low-powered and clickable fixed-icon laser projectors
abstract
Smartwatches are a promising new interactive platform, but their small size makes even basic actions cumbersome. Hence, there is a great need for approaches that expand the interactive envelope around smartwatches, allowing human input to escape the small physical confines of the device. We propose using tiny projectors integrated into the smartwatch to render icons on the user's skin. These icons can be made touch sensitive, significantly expanding the interactive region without increasing device size. Through a series of experiments, we show that these 'skin buttons' can have high touch accuracy and recognizability, while being low cost and power-efficient.
Gierad Laput, Robert Xiao, Xiang 'Anthony' Chen, Scott E. Hudson, Chris Harrison 0001
UIST1
2013 PixelTone: a multimodal interface for image editing
abstract
Photo editing can be a challenging task, and it becomes even more difficult on the small, portable screens of mobile devices that are now frequently used to capture and edit images. To address this problem we present PixelTone, a multimodal photo editing interface that combines speech and direct manipulation. We observe existing image editing practices and derive a set of principles that guide our design. In particular, we use natural language for expressing desired changes to an image, and sketching to localize these changes to specific regions. To support the language commonly used in photo-editing we develop a customized natural language interpreter that maps user phrases to specific image processing operations. Finally, we perform a user study that evaluates and demonstrates the effectiveness of our interface.
Gierad Laput, Mira Dontcheva, Gregg Wilensky, Walter Chang, Aseem Agarwala, Jason Linder, Eytan Adar
CHI1
2012 Tutorial-based interfaces for cloud-enabled applications
abstract
Powerful image editing software like Adobe Photoshop and GIMP have complex interfaces that can be hard to master. To help users perform image editing tasks, we introduce tutorial-based applications (tapps) that retain the step-by-step structure and descriptive text of tutorials but can also automatically apply tutorial steps to new images. Thus, tapps can be used to batch process many images automatically, similar to traditional macros. Tapps also support interactive exploration of parameters, automatic variations, and direct manipulation (e.g., selection, brushing). Another key feature of tapps is that they execute on remote instances of Photoshop, which allows users to edit their images on any Web-enabled device. We demonstrate a working prototype system called TappCloud for creating, managing and using tapps. Initial user feedback indicates support for both the interactive features of tapps and their ability to automate image editing. We conclude with a discussion of approaches and challenges of pushing monolithic direct-manipulation GUIs to the cloud.
Gierad Laput, Eytan Adar, Mira Dontcheva, Wilmot Li
UIST1